. 25 years of experience in 3D
. Environment Art on 15 game productions
. University degree in Fine Arts
. Background experience in Traditional Film and Theatre
. Games: God of war Ragnarok, Assassin's Creed Valhalla , God of War (2018), God of War: Ascension, Dota 2, Portal 2, Left4Dead 2, Left4Dead, Team Fortress 2, Orange box, Half-life 2 Episode 2, Tomb Raider: Legend, Diablo series, Legacy of Kain: Defiance, Blood Omen 2, Road to India
Senior Environment Artist, level art, modeling, sculpting, textures
At Ubisoft, I worked mainly on Assasin’s Creed Valhalla. I was in charge of the art for the festival events and the expansion of the settlement with new buildings and areas. I was involved in the planning of the events, doing the art research and breakdowns, collaborating with the game director, concept artists, design, and the historical team. I did level art for the events and some modeling and textures.
On the God of War production, I was the Lead Level for the environments of the Stone Mason level. I created the initial kits of models and shaders, the architecture, the snow and ice. I did the level art on several scenes, assembling and dressing, while overseeing two other artists who joined me in the production stage.
I was responsible for the visual quality throughout the level, optimization, performance, meeting deadlines, and coordinating with other departments, design, cinematics, breakables, lighting and character art.
As a Sr Environment Artist at Valve Software, I did early style guides for the environments of the various games and took charge of level units during productions. I was also involved in the development of game prototypes for R&D purposes.
I modeled, textured and lit in-game environments and took part in pre-production art research, photo shoots and concept work
As a Sr Environment Artist at Blizzard North, I did the modeling, textures, assembly, dressing and lighting of a game level
As a Sr Environment Artist at Crystal Dynamics, I did the modeling, textures, assembly, dressing and lighting of entire game levels. I also took part in pre-production art research and the elaboration of style guide scenes.
Previous to my involvement in computer graphics, I worked as a Scenic Painter on various film and television productions. I also worked as a set and lighting designer and a props builder on various theater productions. These early professional experiences gave me the opportunity to develop my artistic skills and gain knowledge in traditional mediums that were useful to me when I transferred my career to work in computer graphics.